Clockwork Moth Swarm
Large swarm of Tiny beasts, unaligned
- Armor Class 14
- Hit Points 104(8d10+8)
- Speed 30ft., fly 50ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 7 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison, psychic
- Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 11
- Languages __
- Challenge 3 (700)
- Immutable Form. Clockwork Moth Swarm is immune to any spell or effect that would alter its form.
- Magic Resistance. The clockwork hound has advantage on saving throws against spells and other magical effects.
- Mage Detector. Clockwork Moth Swarms are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
- Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can’t regain hit points or gain temporary hit points
- Innate Spellcasting. The Clockwork Moth Swarm can innately cast the following spells, requiring only somatic components:
- At will: detect magic
Actions
Bites. Melee Weapon Attack: +5 to hit, Reach 0ft, up to 4 creatures in the swarm’s space. Hit 17 (5d6) piercing damage plus 3 (1d6) poison damage or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Clockwork Bulldog Ant Swarm
Medium swarm of Tiny beasts, unaligned
- Armor Class 12
- Hit Points 46(5d8)
- Speed 20ft., climb 20ft.
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 4 (-3) 7 (-2) 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison, psychic
- Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 10
- Languages __
- Challenge 1 (200)
- Immutable Form. The Clockwork Bulldog Ant Swarm is immune to any spell or effect that would alter its form.
- Magic Resistance. The Clockwork Bulldog Ant Swarm has advantage on saving throws against spells and other magical effects.
- Mage Detector. Clockwork Bulldog Ant swarms are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
- Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can’t regain hit points or gain temporary hit points
- Innate Spellcasting. The Clockwork Bulldog Ant swarm can innately cast the following spells, requiring only somatic components:
- At will: detect magic
Actions
Bites. Melee Weapon Attack: +3 to hit, Reach 0ft, one target in the swarm's space. Hit 10 (4d4) piercing damage plus 2 (1d4) poison damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Clockwork Wolf
Medium beast, unaligned
- Armor Class 12
- Hit Points 22(2d8+2)
- Speed 40ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 4 (-3) 12 (+1) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison, psychic
- Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 10
- Languages __
- Challenge 1/2 (100)
- Immutable Form. The Clockwork Wolf is immune to any spell or effect that would alter its form.
- Magic Resistance. The Clockwork Wolf has advantage on saving throws against spells and other magical effects.
- Mage Detector. Clockwork Wolfs are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
- Innate Spellcasting. The Clockwork Wolf can innately cast the following spells, requiring only somatic components:
- At will: detect magic
Actions
Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Clockwork Giant Owl
Large beast, unaligned
- Armor Class 12
- Hit Points 22(2d8+2)
- Speed 40ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)
- Skills Perception +5
- Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach .
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison, psychic
- Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 10
- Languages __
- Challenge 1/2 (100)
- Immutable Form. The Clockwork Giant Owl is immune to any spell or effect that would alter its form.
- Magic Resistance. The Clockwork Giant Owl has advantage on saving throws against spells and other magical effects.
- Mage Detector. Clockwork Giant Owls are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
- Innate Spellcasting. The Clockwork Giant Owl can innately cast the following spells, requiring only somatic components:
- At will: detect magic
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.